Simply put, I am trying to figure out as many combos as possible for all TEKKEN characters.

When you post combos, I will convert them into the many posts for the different characters.
You will receive credit for your input, unless the combo you want to post has been posted already(in that case sorry).Every character will have a picture in the first spoiler and combos in the second spoilers.Also, please tell for which character the combo is for and from which TEKKEN(1, 2, 3, 4, 5, 5DR, or 6).All characters are not listed throughout this topic, but if you do have combos for the unlisted names, write them anyways, and I will add that persons name in with your input.As you look through the combos within the spoilers, you will notice bold words. Those are the combo starters for every combo, with the dmg it does by itself.

EDDY/CHRISTIE have different reach, meaning it should be possible to do combos the other can not do, so they will be in different sections. KUMA/PANDA will be placed together, but if you happen to do a combo the other cant do, notify me please. As for MOKUJIN who has no movelist, please tell which character you were using when playing as MOKUJIN. MOKUJIN can do certain combos the character it mimics can not do, and vice versa, because of its own reach.

Lastly, I know there is another topic made prior to this one, which is basically the same thing. However, I prefer to make my own and organize the data input by our members. Also, please give combos that you actually use or figured out on your own(if you got some help, that is also okay.). I just want the combos to be doable, and not something you haven't tried to use yourself. If you can contribute here, THANK YOU!

F+2.1.4 [39 DMG] *F+3.3.2 [40 DMG] can replace the starter with 1 plus dmg & F+1.2.1.4 [42 DMG] can replace the starter with plus 3 dmg*
f+2.1.4, f+3.3.4 [68 dmg] *hard to connect the second 3 of the last string making this combo complete*
f+2.1.4, d/f+1, d/f+1, d/f+3.4 [67 dmg] *tad bit tough to land last hit, also on F+1.2.1.4 starter* *not as hard on F+3.3.2 starter*
f+2.1.4, f+1.2, d/f+1.2.3 [68 dmg]
f+2.1.4, d/f+1, d/f+1.2.3 [69 dmg]
f+2.1.4, d/f+1, d/f+1.2.4 [70 dmg]
f+2.1.4, f+1.2, f+1.2.1.2.4 [66 dmg] *on the last string, the second 2 must hit, while the second 1 will miss*
f+2.1.4, f+2.1, f+1.2.4 [68 dmg]
f+2.1.4, f+2.1, f+1.2.1.2.4 [69 dmg] *on the last string, the second 2 must hit, while the second 1 will miss*
f+2.1.4, f+2.1, d/f+1.2.3 [71 dmg]
f+2.1.4, f+1.2, f+1.2.1.2.4 [72 dmg] *on the last string, the second 2 must not hit, while the second 1 will miss*
f+2.1.4, d/f+1.2, d/f+1.2.3 [74 dmg]
f+2.1.4, f+1.2.1, f+1.2.1.2.4 [75 dmg] *hard to do*
f+2.1.4, f+2.1, f+1.2.1.2.4 [75 dmg] *on the last string, the second 2 must not hit, while the second 1 will miss*
f+2.1.4, d/f+1, d/f+1, d/f+1.2.3 [75 dmg] *can not do with F+3.3.2 starter* *a little hard to do with F+1.2.1.4 starter, just be quick on execution*

Special Notes:
-u/f~ buffer glitch is removed, making u/f~3+4 same as 3+4.
-T6 has 2-frame window for commend buffers, thus making juggles a bit easier to perform.
-The current juggles listed are from the youtube T6 match vids.
-Post 3+4 FLA timing was made easy in T6
-db2 in juggles have a float property similar to bryan's db2.

!B = means bound. There are certain moves that causes this property. If this connects, there are various moves or combos that can be followed. See bound enders list. Unless specified through notes all bound enders are assumed to connect.

!B = means wallsplat. Opponent is stunned against the wall. The player gets a chance to do a wall combo including bound if it has not already been used in carrying to the wall.

WS+2, d/f+4.1, 2.1.2.1, f+1+2 [61 dmg] *thx to sese666, for being able to pull this combo off* *if you miss the second 2 of 2.1.2.1, the whole combo will still do [57 dmg]*

B/D+2 [16 DMG]

b/d+2, d/f+1+2, d/f+1.4.1 [40 dmg] *pause before you do the second 1 of d/f+1.4.1 to get all hits*

b/d+2, d/f+1, d/f+4.1, 1+2 [45 dmg]

b/d+2, d/f+1, d/f+4.1, d+1+2 [46 dmg]

b/d+2, d/f+1.4.1, 2.1, 1+2 [54 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits*

b/d+2, d/f+4.1, d/f+4,1, d+1+2 [54 dmg]

b/d+2, d/f+1.4.1, 2.1, d+1+2 [55 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits*

b/d+2, d/f+1.4.1, 2.1, f+1+2 [58 dmg] *note on d/f+1.4.1, pause before you hit the .1 after the d/f+1.4, in order to get all 3 hits*

b/d+2, 2.1.2.1, 2.1.2.1, f+1+2 [58 dmg]

b/d+2, d/f+1.4.1, 2.1.(2).1, f+1+2 [60 dmg] *thx to sese666, for being able to pull this combo off* *i think this works better near a wall, only because i cannot pull of the f+1+2 as much, so with a wall to push opponent on, this will commit [67 dmg]*

b/d+2, 2.1.2.1, 2.1.2.1*lands opponent on wall*, 4.4 [72 dmg]

FF+1+2 [17 DMG]

ff+1+2, d/f+1.4.1, d/f+4.1, f+2 [53 dmg] *kind of hard to pull of*

ff+1+2, d/f+1.4.1, 2.1.(2).1, f+1+2 [61 dmg]

WS+1+2.1+2 [17 DMG] *first hit must not connect, huge chance you won't pull these off, since it can be blocked*